Currently no tools exist that are able to convert directly Q3 maps (.map or .bsp) to UT maps (.unr).
There is a tool, called BSP2T3D, that converts Quake3 brushes to Unreal brushes. I tried this tool, it works only for .bsp files from Q1 and Q2 maps, not for Q3 maps so I must use another method to jump from Q3 to UT. Probably this method involves several intermediate steps and different conversions between many formats (.map, .bsp, .obj, etc...)
Is there maybe anyone who tried this kind of work or knows something about format conversions ?
thanks in advance,
Pietro
Edited by -=CoN=-TruckerClock on 10-05-2011 10:45 AM
Yeah Mr. P that is a tough one. I don't do much mapping except for editing out a texture or something simple like that. I know there are some people that do map work around here. Hope one of them has an answer for you.
Hi,
I'm still knockin' my head on the wall but some results came out, finally I converted the Q3 .BSP file into .T3D UT format even though not all is perfectly ok
The original Quake3 map in .BSP format was decompiled into .MAP format. This file was opened in GTKRadiant (the open source editor for Q3 and Id Tech 3 engine-based games) and then exported to a .OBJ file.
I used "3D Object Converter" (shareware software) to convert the .OBJ file to .T3D Unreal format.
This is the .OBJ file exported from GTKRadiant and imported into 3D Object Converter.
This is the .T3D file after conversion of the .OBJ file.
The conversion looked like to be fine: I didn't get any errors and the overall geometry of the map was preserved.
This is a 3D view of the map.
And now ? the last step, importing the file into UT.
The file .T3D was imported in UEd by using "Brush > Import" command. This is the overall result.
Bill did a first build test on the map but he got an error because of too many nodes on the map. We think we have to reduce the number of the nodes and therefore the complexity of the map in order to get a decent map conversion. Anyway, we have to go deep into this more to understand better some aspects of this work.
Any ideas aimed to improve this mapping workflow will be appreciated.